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The Amalyan Quarter - Fun Things We Do => The Games Basement - Other Games => Arena => Topic started by: taulover on December 29, 2018, 01:37:12 AM

Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on December 29, 2018, 01:37:12 AM
Welcome to the sixth game of Arena, hosted by me, Gerrick taulover! I've decided to experiment with this game a bit by adding another dimension (or more accurately, two): a battle grid and movement!

As I've made a some rather major changes to the game, please read through the rules even if you've played before. Some of the more important changes include:
The addition of a battle grid, movement, Opportunity Attacks (and disengaging), and Ranged vs. Melee Attacks. These are perhaps the most important changes, and for those unused to similar movement systems, there may be some surprising results, so please read carefully.
To simplify complications resulting from the added movement, the two teams will take separate alternating turns.
This allows us to remove initiative rolls: a team decides combat order/initiative amongst themselves, and effects that affected initiative now affect movement instead.
Most attack and ability rolls now use multiple smaller dice instead of a single large die, which will create a bell curve probability distribution. For those unused to dice notation for multiple dice, see Wikipedia (https://en.wikipedia.org/wiki/Dice_notation).
Potions and blocking are back, and because this is a two-team deathmatch game, starting HP is back to 100.



The Rules

1. Players will be randomly sorted into two teams of equal size, which will take alternating turns. If there are an odd number of players, the team with fewer players goes first. If there are an even number of players, the team going second will have their first standard attack rolls be the highest 3 dice of a 5d6 roll.

2. After teams are chosen and before the game starts, players will finish signing up in this thread. Each player will choose a class, whether to perform regular ranged or melee attacks (subject to class restrictions), two of that class's abilities, and two potions. The potions players may choose from include health, strength, defense, agility, and luck, but players may not start with two health potions.

3. Spectators may place bets on players at this point like so: Team Name: Wager. Please open an account at the Bank before betting. When the game begins, all bets will be locked in.

4. Each player will start with 100 health points. A player may not be healed over the 100 HP cap.

5. At the start of the match, the Host will ask for all players on the first team to Personal Message him what their stances and actions will be like so: Stance, Action, Target (if applicable), Potion Action (if applicable), Movement. The players will have roughly 24 hours to PM their action. Each player in the first team will start in the stance they send for the first round, while each player in the second team will start in defensive stance.

6. A player may choose the order in which they perform their Action, Potion Action, and Movement, which will be carried out in the order they are sent. Movement may be broken up into multiple orders, as long as only 10 tiles are used. Stance change will always occur first.

7. Each player’s action will literally occur in the combat order. If the effects of two players’ turns change depending on combat order, the players will clarify which one goes first. The Host will ask the players for clarification if necessary.

8. There are two Stances: Offensive and Defensive. Stances are set/changed right before an action is performed and will stay the same until changed again before another action.
       a. Offensive Stance is the default stance and has no effect on damage given or received. Regular Attacks and some abilities must be performed in Offensive Stance. In the Classes section below, abilities with an asterisk* must be performed in Offensive Stance.
       b. Defensive Stance reduces damage taken by 2d4. Blocking requires players to be in defensive stance to perform.

9. There are six basic actions: attack, block, use an ability, scavenge potions, dash, and disengage. Only one action may be performed per turn.
       a. The Regular Attack is a 3d6 roll, which the Host will perform. Regular Attacks can only be performed while in Offensive Stance.
       b. Blocking reduces all damage targeted at the player by half (rounded down). Blocking will last until another action is performed on the next round. Blocking can only be performed while in defensive stance. Players may not block two rounds in a row.
       c. Each class has two special abilities which only it can perform. Each ability can only be performed once every three rounds, and each ability has a separate cooldown. For example, if a player uses one ability on round 1 and the other ability on round 2, they may use the abilities again on rounds 4 and 5, respectively. Passive abilities last until the player performs another action on the next round. Again, some abilities require one to be in offensive stance to perform.
       d. Scavenging potions allows a player to collect all unused potions from a single dead player target within melee range of the player.
       e. Dashing increases the player's movement by 10 tiles.
       f. Disengaging allows a player to move out of melee range without triggering Opportunity Attacks.

10. There are two types of Regular Attacks: Melee and Ranged. A player must choose at the start of the game which of the two types they will use. The type of Regular Attack a player is allowed to perform is restricted by class.
       a. A Melee Attack may only be performed if the player is on one of the eight adjacent tiles to the target (I will refer to this elsewhere as "in melee range").
       b. A Ranged Attack may target any other player within direct line of sight, but also has the drawback of triggering opportunity attacks if performed while in melee range of another enemy player.

11. There are five types of potions: health, strength, defense, agility, and luck. Players may only hold up to two potions at once.
       a. The health potion heals the player for 10 HP.
       b. The strength potion increases the player's next attack by 5 damage.
       c. The defense potion decreases the player's damage received from each attack for one turn by 2 damage.
       d. The agility potion increases the player's movement by 10 tiles.
       e. The luck potion allows for a reroll for a specified action, and the higher roll is used.

12. Potion actions may be performed separately from the regular actions (attack/block/ability/scavenge/dash/disengage). There are two basic potion actions: consume potion and pass potion. Only one potion action may be performed per turn.
       a. Consuming a potion immediately gives the player the benefits of the potion, which lasts one turn.
       b. Passing a potion allows a player to pass a single potion to another player within melee range of them as long as the receiving player has an empty potion slot. The receiving player may consume the received potion as soon as their next turn. This means if a player passes a potion to another player who has not yet performed their turn in the combat order, the receiving player may consume the potion on that same round.

13. Movement will take place on a 20x30 grid. This will be represented using a Google Sheet, with each cell representing a tile. Colored-in tiles may represent impassable terrain such as trees. Each player will be represented by a colored tile, with each team having similar colors among its players. A color key will be released with the map. If you have colorblindness or have difficulty distinguishing colors, please let me know ASAP and I will change my map representation method.

14. A player may move 10 tiles each turn. (The agility potion, dash action, and some class abilities may affect this movement amount.) Moving one tile diagonally will cost the same amount of movement as moving one tile along the axes. (In other words, the movement used is the same as the longer distance of the two axes if there are no barriers to your movement.)

15. The Movement command can be broken up into multiple commands (as long as only 10 tiles are traversed), and may take two forms: the destination coordinate (using the cell name) or a landmark/player location.
       a. If the last/only Movement command uses a destination coordinate, that tile must be unoccupied by another player.
       b. If the Movement command is given relative to a landmark/player location, the Host will move that player as close to that location as possible without ending the player's turn in an occupied tile or using more than 10 tiles of movement.

16. An Opportunity Attack is an automatic melee attack (3d6 roll) triggered by two conditions. A player may only perform up to one Opportunity Attack per round.
       a. If a player moves out of melee range of an enemy player, that enemy player will automatically perform an Opportunity Attack on this player.
       b. If a player makes a Ranged Attack or any ranged ability that requires Offensive Stance (denoted by both asterisk* and dagger† in the Classes section) while in melee range of an enemy player, that enemy player will automatically perform an Opportunity Attack on this player.

17. If a player does not perform an action when they are capable of doing so, they will receive 1d5 damage. Each subsequent turn of inactivity will add another d5 of damage, meaning the second turn would be 2d5, the third 3d5, etc.

18. The results of the round will be posted by the Host at his discretion, though in a timely manner. The game then shifts to the next team's next round, and so on. The process will repeat until only one team remains.

19. At the end of the battle, the winning team will receive their prizes, and the betting spectators will either gain or lose credits depending on their wagers. This will all be recorded in a post at the Bank, and the relevant Bank accounts will be updated.



Classes

There are 15 classes in this game, adapted from Gerrick's Arena Game 4. There are large changes to the classes, largely to reflect the addition of movement and alternating team combat order. Dice numbers are also changed to multiple smaller dice, and one new class, the Swashbuckler, is added, so make sure to read through each and not assume they'll all be the same. The type(s) of Regular Attacks players can choose from is listed first, followed by the class abilities. Abilities with an asterisk* must be performed in offensive stance. Abilities with a dagger† are ranged and can target anyone in line of sight; all other abilities with a target require melee range. I adapted the classes from Gerrick's with his help, so if you have any feedback on their balance, please let us know.
Classes
Alchemist
Regular Attack: Ranged or Melee
Make Health Potion: Creates a health potion. May be used once every four turns.
Make Strength/Defense/Agility/Luck Potion: Creates a strength/defense/agility/luck potion of the Alchemist's choice. May be used once every two turns.
*†Throw Bomb: Deals 4d4 damage to the target and 2d4 damage to anyone adjacent to the target.
The Alchemist can only give potions to players who have an empty potion spot, and may also keep them for their own use if they have empty potion spots.
Bard
Regular Attack: Ranged
†Charm: The target cannot perform an action for two turns or until they are dealt damage by an attack/ability of an enemy (not including opportunity attacks).
†Confuse: For the target's next two turns, their targets are chosen at random from those within their reach, and if the target moves, they move in a random direction.
†Fear: Decreases the target's offensive attacks/abilities on their next two turns by 4 damage, and the target cannot move closer to you during these two turns.
Berzerker
Regular Attack: Melee
Dodge: You have a 50% chance to not be affected by each action targeted at you for two turns.
*Rage: Deals 4d6 damage. Reduces your movement on next round by 3 tiles.
*Sprint Attack: Increases movement by 8 tiles and deals 2d12 damage to the target.
Cleric
Regular Attack: Ranged or Melee
†Bless: Increases the target’s attacks/abilities on their next two turns by 1d8 damage.
†Heal Other: Heals the target for 1d10 HP.
Resurrect: Brings a dead player back to life with 1d15 HP. May only be performed once every 5 turns.
Commander
Regular Attack: Ranged or Melee
*†Call to Arms: For up to three targets, increases their next attacks/abilities by 4 damage each and increases their movement by 4 tiles.
*†Rally: For up to three targets, decreases their damage received from each attack/ability by 4 for one turn.
*†Rout: For up to three targets, decreases their next attacks/abilities by 4 damage each and decreases their movement by 4 tiles.
Death Knight
Regular Attack: Melee
*Cursed Blade: Deals 6d5 damage to target and 1d5 damage to self.
†Sacrificial Healing: Heals the target for 3d5 HP, and deals 1d5 damage to self.
Unholy Wrath: Takes two turns. All damage you receive on the first turn, you deal to a single target on the second turn. Is not affected by target's defensive stance. *Must be in offensive stance on second turn.
Druid
Regular Attack: Ranged or Melee
*Beast Form: Causes you to turn into a beast that may only perform melee attack actions, which do 3d6+5 damage, and must stay in offensive stance. May attack on the same turn that you transform. You cannot control when you return to human form, but at the end of each turn, has a 50% chance to automatically return to human form.
Call Wolf Companion: Calls a wolf companion for one turn. You may have the wolf attack a target within 15 tiles of you for 6d4 damage, or you may use it to absorb up to 20 damage targeted at you.
*Leech Life: Deals 3d4 damage, and heals you 1d4 HP. †Is ranged if Regular Attack is ranged.
Mystic
Regular Attack: may perform both Ranged and Melee
Receives two random abilities at start. After the use of each ability, it is replaced with a new random ability. The two ability slots have separate cooldowns, and abilities will be given to the Mystic through PM.
Paladin
Regular Attack: Melee
†Holy Ward: Decreases the target’s damage received from each attack/ability by 3 for two turns.
Pray: Increases your damage dealt and decreases damage received by 2 for two turns.
*Smite: Deals 3d8 damage if the target's last action dealt damage to another player. Deals 3d4 damage, otherwise.
Ranger
Regular Attack: Ranged
*†Volley: Deals 1d10 damage to any enemies within a 4x4 square.
*†Precise Shot: Deals 4d4 damage and reduces the target's movement by 6 tiles on their next turn.
*†Rapid Shot: Increases movement by 8 tiles and deals 2d10 damage. Increases movement on next round by 8 tiles.
Rogue
Regular Attack: Ranged or Melee
Evade: You vanish from sight. Your enemies no longer know your location, you cannot be targeted, and nobody can make an Opportunity Attack against you. However, any area-of-effect abilities that reach your location will still affect you.
†Set Trap: Choose an unoccupied square up to 4x4 large. Sets a trap that is triggered by the first enemy that walks within this square, dealing 1d8+5 damage and preventing them from performing an action or moving. Acts as a separate entity from the Rogue, so is not affected by damage-altering abilities.
*Sneak Attack: Deals 5d6 damage if you were not targeted on your last turn, or if another enemy of the target is in melee range of the target. Deals 1d10 damage, otherwise. †Is ranged if Regular Attack is ranged.
Sorcerer
Regular Attack: Ranged
*†Acid Spray: Deals 4d4 damage, then on the next round deals 2d4 damage that is not affected by the target's defensive stance or ability. Also deals 1d4 damage to anyone in melee range of the target.
Flame Cloak: Deals 3d6 damage to anyone who damages you from melee range. Any ranged damage is reduced to 0.
*†Lightning Bolt: Forms a bolt of lightning from your hands 1 tile wide and continuing in a straight line until it hits a barrier. Deals 2d10 damage to anyone in its path.
Swashbuckler
Regular Attack: Melee
*Nimble Attack: Deals 3d6 damage, and the target cannot make an Opportunity Attack against you.
*Duel Attack: Deals 5d6 damage if you are the only person in melee range of your target. Deals 1d10 damage, otherwise.
†Panache: For the target's next two turns, the target can only attack or use abilities on you.
Warrior
Regular Attack: Melee
Counterattack: Reduces damage taken by half. Deals 1d10 damage to anyone who damages you (including both melee and ranged).
*Power Attack: Deals 5d4+2 damage.
*Whirlwind Attack: Deals 2d6 damage to any enemies in your melee range.
Wizard
Regular Attack: Ranged
†Fortify Willpower: Reduces the current cooldown for a specified ability of the target by 2 turns.
Reflect: Any damage or abilities done to you, you do back.
†Slow/Hasten: Decreases or increases target's movement by 10 tiles for one round, 5 for two rounds, or 3 for three rounds.



Application

Signups will stay open until around Saturday, January 5. I may split everyone into the two teams before that, however, so that we can get classes/abilities chosen and get started faster. Please let me know if you have any questions or comments.

When you're ready to sign up, post below!

List of Players:

Orange Team
Skorri Thadsdottir (Katie) - Berzerker: Melee, Dodge, Rage
Thaddeus the Raddeus (Doc) - Bard: Ranged, Charm, Confuse
Brother Maynard (BraveSirRobin) - Cleric: Ranged, Heal Other, Resurrect
Cardinal Spadroon (Crushita) - Commander: Ranged, Call to Arms, Rout
Bordryg (Red Mones) - Paladin: Melee, Holy Ward, Smite

Blue Team
Syraj - Cleric: Ranged, Bless, Heal Other
Hydrae de Lernaea - Mystic
Sarith Feuraldrin (Wintermoot) - Sorcerer: Ranged, Acid Spray, Lightning Bolt
Ahmad al-Khemis (Gerrick) - Alchemist: Ranged, Make Health Potion, Make Other Potion
Nobody (Kane lives) - Mystic

Map and Stats
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Elbbsas on December 29, 2018, 06:34:46 AM
Erm. Slight problem. I'd like to put a wager on a team because I'm a bit too busy to properly take part. However, teams are randomly assigned. Furthermore, bets close when applications do... which is before teams are assigned.

Team <Placeholder McGee>: 400 Credits.

So I'm just going to leave that here, and then when people start posting applications I'll change it to "whatever team Person XYZ is on."
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Doc on December 29, 2018, 06:43:55 AM
Is there some format we're supposed to sign up in, or do we just use the one from last time?

At any rate, I'm in and dibs on the rogue.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on December 29, 2018, 06:57:30 AM
Is there some format we're supposed to sign up in, or do we just use the one from last time?

At any rate, I'm in and dibs on the rogue.
Much like in the previous team deathmatch game, Arena Game 2, just state that you're signing up now. After I split everyone into teams, you can talk about and finalize your class/ability decisions in private.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on December 29, 2018, 06:59:14 AM
Erm. Slight problem. I'd like to put a wager on a team because I'm a bit too busy to properly take part. However, teams are randomly assigned. Furthermore, bets close when applications do... which is before teams are assigned.

Team <Placeholder McGee>: 400 Credits.

So I'm just going to leave that here, and then when people start posting applications I'll change it to "whatever team Person XYZ is on."
Oh right. I'll change that to when the game begins then.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Syraj on December 29, 2018, 08:42:08 AM
Also in and dibs on the cleric.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Gerrick on December 29, 2018, 05:42:20 PM
I'll of course be joining. Will be interesting to actually play this time.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Hydra on December 29, 2018, 06:33:14 PM
I'm intrigued!
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Crushita on December 29, 2018, 08:08:06 PM
I'll join! And I dibs the ranger, it's always done me well :P
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on December 30, 2018, 07:18:38 PM
Mentioning past Arena players:

@Kane lives @Wintermoot @Red Mones @BraveSirRobin @Mathyland @Sapphiron
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Wintermoot on December 31, 2018, 06:27:02 AM
I will also join, and would like to reserve the sorcerer if we're doing this dibs thing. :)
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: BraveSirRobin on December 31, 2018, 06:05:58 PM
I shall also throw my hat in the ring, why not!  :D
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Katie on December 31, 2018, 06:14:52 PM
I want to participate. Sweet free badge. Idk how this works so I'm not gonna put dibs. Time to do some research xD
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 02, 2019, 10:13:10 PM
Since there haven't been people signing up in the last two days, I'll split up the teams now.

Orange:
Katie
Doc
BraveSirRobin
Crushita

Blue:
Syraj
Hydra
Wintermoot
Gerrick

Anyone else who signs up will be randomly assigned to one of these two teams (hoping for an odd number of players to counter first move advantage lol).

Edit:
Also, please send in your applications via your respective PM threads using this format:

Character Name:
Class:
Regular Attack:
Ability 1:
Ability 2:
Potion 1:
Potion 2:
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Elbbsas on January 02, 2019, 10:28:32 PM
/rolls 1d4.
Okie dokie then.

Orange: 400 Credits.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Red Mones on January 03, 2019, 04:31:58 AM
I want to sign up. I was delaying because I haven't had the time to properly read and comprehend the rules. Count me in, I'll read the rules by tomorrow.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 03, 2019, 06:09:38 AM
I want to sign up. I was delaying because I haven't had the time to properly read and comprehend the rules. Count me in, I'll read the rules by tomorrow.
Welcome to the game! You will be part of the Orange Team.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Imaginative Kane on January 05, 2019, 01:48:53 AM
I would like to join.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Gerrick on January 05, 2019, 06:25:45 PM
@taulover ^
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 05, 2019, 06:59:06 PM
I would like to join.
Welcome to the game! You will be part of the Blue Team.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 05, 2019, 08:40:30 PM
We now have a map!

Map and Stats

There are three pools of green acid in the map. Attempting to wade through them will incur 1d8 damage per tile traversed, so don't unless you absolutely must.

There are also several large redwood trees, taking up 2x2 squares each, in the map. These block line of sight and may potentially be used as cover.

The colorful single tiles are starting player locations. The two teams start facing each other on opposite sides of the map. Unless anyone has any serious objections, player locations will be randomly assigned to the respective teams' tiles, but note that due to movement rules, all members of the first team will be able to reach melee range of at least several members of the second team.

Player tiles will also have initials placed onto them for greater clarity. If there are any last-minute signups, more tiles will be added as needed.



Additionally, I'd like to provide a brief overview of the game as a way of recapping the new rules.

The two teams take alternating rounds. When a team goes, its team members each have their individual turns. If turn order matters, the team will decide the order.

During a player's turn, they first set their stance (offensive/defensive). They then perform their action, potion action (consuming/passing potions), and movement (10 tiles in any direction) in the order of their choice. Movement can be broken up, such that you can move-shoot-move and similar.

The standard attack is a 3d6 damage roll: 3 six-sided dice. This means that the average damage will be 3*6/2=9 HP, with actual damage falling in a normal probability distribution (bell curve) centered around that (ranging from 3 to 18 damage).

Attacks and abilities have two types: melee and ranged. You choose which to be your standard attack at signup (some classes have limitations on this, while the Mystic can have both). Melee attacks/abilities must target a player who is in one of the 8 adjacent tiles to you. However, you cannot simply run away when being attacked or attacking someone, because unless you spend your action to disengage, your melee attacker gets an opportunity attack on you if you do.

Ranged attacks/abilities can target anywhere in line of sight, but if someone else is in melee range of you when you perform a ranged attack or ranged offensive ability, they get an opportunity attack on you.

Opportunity attacks are a 3d6 damage roll automatically triggered by the two conditions described above. If a player's opportunity attack is triggered, it will not be triggered again for the rest of the round.

Also, note that you must be in melee range to pass a potion to someone.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Gerrick on January 06, 2019, 02:24:20 AM
Nitpicking here, but an average roll of 3d6 is 10.5.

(1+2+3+4+5+6)/6=3.5
3.5*3=10.5

EDIT: or 3*(6+1)/2=10.5
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 06, 2019, 03:16:13 AM
Nitpicking here, but an average roll of 3d6 is 10.5.

(1+2+3+4+5+6)/6=3.5
3.5*3=10.5

EDIT: or 3*(6+1)/2=10.5
Oh right I'm dumb. 3*7/2, not 3*6/2 because it ranges from 1 to 6. Or (3+18)/2 since those are the extremes (thus equally apart) on the distribution, which is normal.

Well I think my dice number mental math has been wrong since I'm been estimating lower averages than actual. Hopefully the game is still balanced.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Gerrick on January 06, 2019, 03:34:37 AM
Yeah, i think it'll be fine since they're all off by roughly the same amount.

If anyone else is wondering about min/max/average rolls for the abilities and doesn't want to do the math, try this website (http://www.brockjones.com/dieroller/dice.htm) and fill out the full roll section.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 06, 2019, 09:18:02 AM
There are a few single dice rolls still in the mix, but yeah, overall things should still match that way.

Thanks for showing me that website, I accidentally left my dice at school and this is probably one of the best online dice rollers I've seen. For seeing the probability distributions of dice rolls, though, I'd recommend https://anydice.com, the graphs help visualize it very well and any configuration is very easy to enter in.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 06, 2019, 05:57:50 PM
I just noticed that I forgot to remove the reference to potions being received at the end of the wave. There are no waves, and you will receive no new potions unless you scavenge or make them. Apologies for any confusion this has caused.

Additionally, I've clarified a bit regarding the diagonal movement; it's just counting your tiles as you move along (it'll only be the longer of the two axes if there aren't any obstacles, like acid pools, in the way).

I'm also updating the map explanation to be a clearer key.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 06, 2019, 06:23:16 PM
Finally, I am thinking that the second team will, on their first standard attack, get to roll 5d6 and drop the 2 lowest (output [highest 3 of 5d6] on Anydice).
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 07, 2019, 03:29:41 AM
Map has been updated to be correct size and to include axis labels.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 07, 2019, 09:52:59 PM
The game will begin on Wednesday, January 9 at the latest (earlier if applications are finished early). Please get your applications in by 11 AM PST on that date, or you will be counted for a round of inactivity (incurring the HP penalty) and may be randomly assigned a character via RNG.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: taulover on January 10, 2019, 01:43:17 AM
Round 0

"Hello and welcome to the sixth game of Arena!" announced the Host, who sounded vaguely different from before.

"To my right we have the Orange team, with Brother Maynard the Cleric, Bard Thaddeus the Raddeus, Berzerker Skorri Thadsdottir, Cardinal Spadroon the Commander, and Paladin Bordryg!" The Orange team stepped into the Arena and the audience cheered.

"And to my left we have the Blue team, with Cleric Syraj, Mystic Hydrae de Lernaea, Sorcerer Sarith Feuraldrin, Mystic Nobody, and Alchemist Ahmad al-Khemis!" The audience cheered once more as the Blue team stepped into the arena, stopping to face the Orange team at about a 50-foot (15-m) distance. A guard poked at Syraj to hurry up, dealing 3 damage.



Map and Stats

By coin flip/d2 roll the Orange team will be going first. I've decided to thus start Blue team in defensive stance since that probably makes more sense.

@Red Mones
@Doc
@Crushita
@Katie
@BraveSirRobin

Round 1A will end Friday, January 11 by 6 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch, Now With Movement! (Signups)
Post by: Elbbsas on January 10, 2019, 02:17:55 AM
Is this supposed to still be the signups thread?

(Good luck, everyone!)
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 10, 2019, 02:55:08 AM
Thanks, fixed.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 10, 2019, 05:26:51 AM
@taulover, can players who only use ranged attacks still perform opportunity attacks? Rule 16 says "An Opportunity Attack is an automatic melee attack", but 16b says "If a player moves out of melee range of an enemy player" without specifying whether or not the enemy player must be a melee attacker.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 10, 2019, 05:44:54 AM
@taulover, can players who only use ranged attacks still perform opportunity attacks? Rule 16 says "An Opportunity Attack is an automatic melee attack", but 16b says "If a player moves out of melee range of an enemy player" without specifying whether or not the enemy player must be a melee attacker.
I debated about this, but ultimately decided to let all players perform opportunity attacks.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 10, 2019, 05:57:31 AM
Also, please note that the OP has a list of all players and their characters/attacks/abilities.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 10, 2019, 06:15:49 AM
Ha, I correctly guessed who was who just by your names. Guess I know you guys well enough by now.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on January 11, 2019, 08:04:50 PM
Tau, it's really hard to plot movement without having the x-axis shown (because I have to individually count out A-K or whatever, instead of just referencing the side like I can with the y-axis). Can we have that too?
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 11, 2019, 08:10:27 PM
Tau, it's really hard to plot movement without having the x-axis shown (because I have to individually count out A-K or whatever, instead of just referencing the side like I can with the y-axis). Can we have that too?
It's there, you just have to scroll down one tile.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on January 11, 2019, 08:24:08 PM
oh my god there's like 3 separate scrolls there, for the longest time I was scrolling in the character name section and wondering wtf you were talking about
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 12, 2019, 01:45:48 AM
Round 1A

Brother Maynard moved forward and to his left, toward the pool of acid. He raised his hands, from which radiated a beam of holy energy, attacking Ahmad al-Khemis and dealing 12 damage to him.

Cardinal Spadroon raised his weapon and shouted, striking fear into the hearts of Ahmad, Hydrae, and Sarith and causing them to Rout. He then moved forward and to his right, toward the acid pool.

Skorri Thadsdottir began preparing to Dodge any attacks. She then moved forward and to her right, alongside the acid pool as well.

Thaddeus the Raddeus moved forward and to his left, also to the acid pool. He then pulled out a recorder and played such a melodious tune that Nobody became Charmed.

Bordryg ran toward Ahmed al-Khemis. He was now the only one of his team now not on the shores of the acid pool. He slashed at al-Khemis with his sword, dealing 8 damage.



Current Map and Stats

@Syraj
@Hydra
@Wintermoot
@Gerrick
@Kane lives

Round 1B will end Saturday, January 12 by 6 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on January 12, 2019, 02:56:44 AM
Quick correction, but Bordryg should show as Offensive stance since he attacked.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 12, 2019, 07:44:27 AM
You saw nothing. :P
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Imaginative Kane on January 12, 2019, 08:24:50 PM
Too bad there is no blinding ability.  Then someone could shout out Nobody blinded me. :D
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 13, 2019, 02:00:06 AM
Round 1B

Nobody, trying to shake off whatever was messing with his head, ran into the pool of acid. He took 4 points of damage, shocking him out of the Charm. He then went into a Rage against Brother Maynard, dealing 14 damage.

Ahmad al-Khemis moved defensively around Bordryg, just barely making a full circle before Bordryg was ready to move (due to being routed). al-Khemis then readied himself to Block any incoming attacks.

Hydrae de Lernaea ran behind a tree, while Rallying his teammates Sarith, Nobody, and Ahmad.

Sarith Feuraldrin moved to his left and slightly forward. He summoned a lightning bolt due southeast, hitting both Thaddeus and Maynard before striking a tree. However, they only took 3 damage each, as the magical electricity was weakened from Cardinal Spadroon's earlier attempt to rout him.

A Winter Eagle swooped down from the sky and pecked at Syraj, dealing 7 points of damage, before flying away.



Current Map and Stats

@Crushita
@Red Mones
@Katie
@Doc
@BraveSirRobin

Round 2A will end Sunday, January 13 by 6 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 14, 2019, 02:42:03 AM
Round 2A

Thaddeus the Raddeus ran toward Brother Maynard, Nobody, and the tree. As he ran around the tree, Nobody reached out to hit him, dealing 3 points of damage. He then pulled out an ocarina and began Confusing Sarith Feuraldrin.

While Nobody was distracted striking Thaddeus, Cardinal Spadroon took the opportunity to sneak away. He pulled out a bugle to Call Maynard, Bordryg, and Skorri to Arms.

Bordryg moved in a half-circle around Ahmad and then stabbed at him, dealing 3 damage through the block and Rally.

Maynard and Skorri seemed unroused by the Call to Arms, even as several rocks fell on them, dealing 3 damage to Maynard and 2 damage to Skorri.



Current Map and Stats

@Hydra
@Kane lives
@Gerrick
@Wintermoot
@Syraj

Round 2B will end Monday, January 14 by 6:30 PM PST. Please send in your actions by that time.

Edit: grammar/wording
Edit 2: fixed damage amount to Gerrick's character
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 15, 2019, 02:41:34 AM
Round 2B

Ahmad al-Khemis grabbed his Health potion and chugged it down. He then Dashed away to the far end of the Arena. As he began running, Bordryg swiped at him with his sword, dealing 8 damage.

Sarith Feuraldrin began running confusedly. He ventured briefly into a pool of acid, taking 4 damage, before turning around and stopping.

Nobody drank a Defense potion. He then pulled out a mysterious piece of metal and began bashing Brother Maynard on the head with it, dealing 9 damage.

Hydrae de Lernaea ran out from behind the tree and lobbed yet another mysterious piece of metal at Brother Maynard's head, bringing him down another 12 damage.

A similar piece of metal to the ones Nobody and Hydrae pulled out fell out of the sky and dropped onto Syraj's head, causing him to lose 11 points of damage.



Map and Stats

@Crushita
@Doc
@Red Mones
@BraveSirRobin
@Katie

Round 3A will end Tuesday, January 15 by 6:30 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 16, 2019, 01:59:15 AM
Round 3A

Thaddeus the Raddeus ran toward Nobody before running away; Nobody took this opportunity to strike at Thaddeus, dealing 13 damage. Thaddeus then pulled out a violin and began playing it. Arcane psychic energy swept out from the violin and absorbed into Nobody's ears, causing him to take 2 damage.

While Nobody was distracted by Thaddeus, Brother Maynard slipped away and ran behind a tree. He released a radiant beam toward Nobody, dealing 9 damage. Maynard then drank a health potion.

Bordryg ran to Maynard and passed him another health potion. He then charged Nobody, smiting him for 14 points of damage.

Skorri Thadsdottir also charged at Nobody in a fit of Rage, taking him down another 14 damage.

Cardinal Spadroon stayed at his position and fired a crossbow at Nobody, dealing 4 damage.



Map and Stats

@Gerrick
@Syraj
@Kane lives
@Hydra
@Wintermoot

Round 3B will end Wednesday, January 16 by 6 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 17, 2019, 02:53:36 AM
Round 3B

Nobody went into a defensive stance and Disengaged the enemy, moving to cover behind another tree. He then drank a health potion.

Hydrae de Lernaea drank an agility potion and ran toward Brother Maynard, Power Attacking him for 14 points of damage.

Sarith Feuraldrin went into a defensive stance and prepared to Block any incoming attacks.

Ahmad al-Khemis prepared a health potion and passed it to Nobody.

The crowd threw some potatoes at Syraj's unmoving body, dealing 13 damage.



Map and Stats

@Crushita
@Katie
@Doc
@BraveSirRobin
@Red Mones

Round 4A will end Thursday, January 17 by 7 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 17, 2019, 03:44:39 AM
Just wanted to remind you that Nobody also drank one of his health potions.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 17, 2019, 06:21:05 AM
Just wanted to remind you that Nobody also drank one of his health potions.
Thanks, fixed.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 18, 2019, 04:44:44 AM
Round 4A

Cardinal Spadroon ran until he could see Nobody, Hydrae, and Sarith; he then called out to Rout the three of them, before taking cover once more behind a tree.

Skorri Thadsdottir prepared to Dodge any attacks. ran toward Hydrae, trying to goad him into attacking her, but she was tired from her Rage and could not move further.

Thaddeus the Raddeus pulled out a harmonica and began playing it. Arcane psychic energy emanated from his mouth and instrument, arcing toward Hydrae de Lernaea and dealing 14 damage. He then ran past Hydrae and Maynard, stopping by another tree.

Bordryg did not move.

A pterodactyl swooped down and bit at Brother Maynard, biting away 1 damage.



Map and Stats

@Gerrick
@Kane lives
@Syraj
@Hydra
@Wintermoot

Round 4B will end Friday, January 18 by 8:30 PM PST. Please send in your actions by that time.

Edit: edited to reflect Bordryg's last-second (well, 10 seconds), but also invalid move.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 19, 2019, 02:09:16 AM
Round 4B

Hydrae de Lernaea circled around Brother Maynard and then struck him with a Cursed Blade. He sacrificed 5 HP from his life force, using it to deal 24 damage onto Maynard. He then drank a health potion.

Nobody moved to the acid pool on the end of the arena. He Blessed Ahmad before drinking a health potion.

Ahmad al-Khemis drank a strength potion. He then launched a firework at Brother Maynard, dealing 25 damage.

Sarith Feuraldrin finally shook off his confusion. He summoned a magical Spray of Acid on Thaddeus the Raddeus, dealing 11 damage from the initial splash.

Several piranhas appeared in front of Syraj and started attacking him, dealing 12 damage before the fish suffocated to death.



Map and Stats

@Red Mones
@Katie
@Crushita
@Doc
@BraveSirRobin

Round 5A will end Saturday, January 19 by 6:30 PM PST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 19, 2019, 02:32:47 AM
Oh, also I moved to P2 and Sarith moved to B6. And Hydra has already used his Agility Potion.

And Sarith and I are in Offensive Stance.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 19, 2019, 03:01:40 AM
Oh, also I moved to P2 and Sarith moved to B6. And Hydra has already used his Agility Potion.

And Sarith and I are in Offensive Stance.
Thanks, this is what I get for rushing the round closing a bit lol
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 20, 2019, 11:03:27 PM
Round 5A

Skorri Thadsdottir moved toward Hydrae de Lernaea to attack him for 9 damage, before moving away and goading him to attack her, dealing 10 damage. She then returned into melee range of Hydrae.

Brother Maynard took this opportunity to bravely run away. He stopped to heal Thaddeus the Raddeus 10 HP, before taking cover behind a tree and drinking a health potion.

Thaddeus the Raddeus ran to Maynard and passed him a health potion. He then ran out of cover to Charm Sarith Feuraldrin. The residual acid on his body dealt another 5 damage to him.

Cardinal Spadroon Called himself, Skorri, and Bordryg to Arms before moving to the tree where Maynard and Thaddeus were.

A quarterstaff floated out of nowhere and whacked Bordryg, dealing 1 damage.



Please note that Charm has been updated to address the issues that made it largely useless.

Also note that I forgot to factor in Rout in Nobody's and Hydrae's (but not Sarith's) moves last turn. Nobody's position and Maynard's health have been updated accordingly.

Map and Stats

@Gerrick
@Wintermoot
@Syraj
@Hydra
@Kane lives

Round 5B will end Monday, January 21 by 3:00 PM PST / 6:00 PM EST. Please send in your actions by that time.

My final note for this round is that school is starting for me again, and as such I will be back on the East Coast (and will be reunited with my physical dice which I forgot to bring home yay). As such, starting with Round 6, all times will be in EST only.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 20, 2019, 11:14:40 PM
Think you need to fix the round end date.

Also, Commanders can target themselves? So Clerics can use Heal Other and Bless on themselves, Paladins can use Holy Ward on themselves, etc.?
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 20, 2019, 11:33:07 PM
Think you need to fix the round end date.

Also, Commanders can target themselves? So Clerics can use Heal Other and Bless on themselves, Paladins can use Holy Ward on themselves, etc.?
Thanks, fixed.

Hmm, I vaguely recall you ruling that you can't target yourself...

My decision to let that through was based on the fact that there isn't actually anything in the rules prohibiting such a thing. Robin and I have, I think, agreed though that Heal Other cannot target yourself, as then it wouldn't be called Heal Other.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 20, 2019, 11:36:34 PM
Fair enough. Can you target yourself with other abilities, though? Or is it just for the one?
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 20, 2019, 11:45:58 PM
Fair enough. Can you target yourself with other abilities, though? Or is it just for the one?
My ruling is that yes, you can unless there's something in the ability description that suggests that you cannot or if the ability doesn't make sense if you can target yourself.

Edit: Briefly skimming the abilities, the only one I'm seeing that I might rule out from targeting yourself is the Death Knight's Sacrificial Healing (though given that healing 3d5-1d5 does theoretically give you a possibility of losing HP as you're still sacrificing health to heal yourself, it might still work).
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 21, 2019, 10:39:00 PM
Round 5B

Ahmad al-Khemis moved out to where he could see Brother Maynard, and then threw a firework at him, dealing 9 damage.

Nobody also moved to where he could see Brother Maynard and then flung a mass of a slimy fluid at him, causing Maynard to lose another 9 damage.

Hydrae de Lernaea Disengaged from Skorri and moved in between Thaddeus and Maynard.

Sarith Feuraldrin went into a defensive stance and moved toward the central acid pool.

Another, larger mass of slimy fluid fell onto Syraj, dealing 19 damage.



Map and Stats

@Katie
@Crushita
@BraveSirRobin
@Doc
@Red Mones

Round 6A will end Tuesday, January 22 by 3:00 PM PST / 6:00 PM EST. Please send in your actions by that time.

As noted in Round 5A, going forward, all times will be in EST only.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 22, 2019, 01:27:19 AM
Goddamn, 1 fucking health.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 23, 2019, 04:08:20 AM
Round 6A

None of Orange Team moved, as the prepared for the death of their comrade, Brother Maynard.

Thaddeus took 1 damage, Skorri took 5 damage, Spadroon took 5 damage, Bordryg took 4 damage, and Maynard took 4 damage and died.



Map and Stats

@Gerrick
@Wintermoot
@Kane lives
@Hydra
@Syraj

Round 6B will end Wednesday, January 23 by 11 PM EST. Please send in your actions by that time.

As noted in Round 5, going forward, all times will be in EST only.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 24, 2019, 01:45:17 AM
Round 6B

Sarith Feuraldrin remained in a defensive stance and backed away from the other team.

Hydrae de Lernaea remained where he was and called out to the divine powers. A Holy Ward shimmered around to protect him.

Nobody pulled out a bottle of air and threw it at Thaddeus the Raddeus. Though Thaddeus attempted to duck out of the way, glass still shattered, dealing 5 damage.

Ahmad al-Khemis launched a miniature explosive at Thaddeus the Raddeus, causing him to take 9 damage.

A much larger, flaming bottle fell onto Syraj, dealing 19 damage.



Map and Stats

@Doc
@Crushita
@Katie
@Red Mones

Round 7A will end Thursday, January 24 by 9 PM EST. Please send in your actions by that time.

As noted earlier, going forward, all times will be in EST only.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 24, 2019, 04:18:05 AM
Also I moved to P2. :D
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 26, 2019, 07:27:23 AM
Given feedback on Discord, I am going to increase the time limit for rounds to 48 hours to see if this helps to improve (or worsen) existing issues.

Round 7A will now end Sunday, January 27 at 1 PM EST. Orange Team, please take this extra time to thoroughly discuss your movement options and send in your actions by the extended deadline.

@Kane lives
@Doc
@Wintermoot
@Crushita
@Gerrick
@Hydra
@Katie
@Red Mones
@Syraj
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on January 26, 2019, 05:26:18 PM
Do you mean Saturday, January 26, or Sunday, January 27?
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 26, 2019, 07:08:33 PM
Do you mean Saturday, January 26, or Sunday, January 27?
Apologies, I meant Sunday.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on January 27, 2019, 03:47:56 AM
Hey, wait, in the cooldowns, Hydra isn't listed as having a cooldown for his other ability until R8.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 27, 2019, 06:47:06 AM
Hey, wait, in the cooldowns, Hydra isn't listed as having a cooldown for his other ability until R8.
Thank you. Though it's actually until R9 I believe.

Also added Call to Arms cooldown for Spadroon and removed Bless effect for al-Khemis.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 27, 2019, 08:06:57 PM
Round 7A

Skorri Thadsdottir moved into a Rage attack against Hydrae de Lernaea, dealing 12 damage. She then moved to distract Hydrae into attacking her for 9 damage.

Bordryg went into a defensive stance before running to Thaddeus the Raddeus and performing a Holy Ward on him.

Cardinal Spadroon ran past Thaddeus, passing him a health potion. Spadroon then drew some distance between himself and the fight taking place before shooting a crossbow bolt at Hydrae, dealing 2 damage.

Thaddeus the Raddeus went into a defensive stance and then pulled out a mandolin. Magical yet discordant music poured out from its strings, Confusing Nobody. He then ran away, toward Cardinal Spadroon, before drinking his newly acquired health potion.



Map and Stats

@Wintermoot
@Gerrick
@Hydra
@Syraj
@Kane lives

Round 7B will end Tuesday, January 29 at 3 PM EST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on January 29, 2019, 11:41:41 PM
Round 7B

Nobody moved a little bit.

Hydrae de Lernaea scavenged Brother Maynard's potions before drinking the defense potion.

Ahmad al-Khemis made a health potion and crept out to take cover behind another tree.

Sarith Feurauldrin launched a magical Spray of Acid toward Thaddeus the Raddeus, dealing 5 damage from the initial strike. Some acid also splashed onto Cardinal Spadroon, causing him to take 4 damage. He then moved out toward the large acid pool.

An asteroid fell out of the sky and hit Syraj, dealing 25 damage.



Map and Stats

@Katie
@Red Mones
@Doc
@Crushita

Round 8A will end Thursday, January 31 at 6:30 PM EST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on January 30, 2019, 05:04:05 AM
Tau, I realize you forgot to factor in my health potion on my last action, since I was looking at my potions and saw that I still had one when I thought I used it in the last action.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Katie on January 30, 2019, 11:26:56 PM
.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 01, 2019, 05:28:59 AM
Round 8A

Bordryg struck Hydrae de Lernaea with his sword, but his defenses were strong, and he took no damage.

Skorri Thadsdottir circled Hydrae for a bit before attacking him, dealing 3 damage.

Cardinal Spadroon moved slightly away from Thaddeus and Called himself, Skorri, and Bordryg to Arms.

Thaddeus the Raddeus moved slightly more away from Spadroon and until he could see Nobody, and then Charmed him.



Map and Stats

@Wintermoot
@Hydra
@Gerrick
@Kane lives
@Syraj

Round 8B will end Sunday, February 3 at 12:30 AM EST (Saturday evening in most other American time zones). Please send in your actions by that time.

Apologies for the delay in closing the round.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on February 01, 2019, 05:49:26 AM
Tau, I moved to S30 after I charmed Kane.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 03, 2019, 04:50:45 AM
Round 8B

Nobody moved a bit.

Sarith Feurauldrin moved to where he could see Bordryg and Skorri in a straight line, and fired a Lightning Bolt at the two, causing Skorri to take 9 damage and Bordryg 6 damage.

The residual acid from Sarith's acid spray soaked into Thaddeus the Raddeus' skin, causing him to lose another 3 HP.

Ahmad al-Khemis ran out to where he could see Skorri and shot her, dealing 10 damage. He then moved closer to Sarith.

Hydrae de Lernaea drank his health potion and prepared to Block any incoming attacks.

A large rock fell onto Syraj, dealing 21 damage and instantly crushing him to death.



Map and Stats

@Red Mones
@Doc
@Katie
@Crushita

Round 9A will end Monday, February 4 at 11:59 PM EST. Please send in your actions by that time.

Edit: added Acid Spray timed damage to Doc's character
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 05, 2019, 06:35:06 AM
Round 9A

Thaddeus the Raddeus moved to where he could see Ahmad al-Khemis and began some elaborate throat singing, causing Ahmad to lose 12 HP.

Skorri Thadsdottir went into a defensive stance and prepared to Dodge any incoming attacks. She then circled around Hydrae a bit.

Bordryg drank his agility potion and then ran off, taking 13 damage due to a swipe from Hydrae in the process. He charged Ahmad al-Khemis, Smiting him for 16 damage.

Cardinal Spadroon shot Hydrae de Lernaea, dealing 5 damage.



Map and Stats

@Gerrick
@Hydra
@Kane lives
@Wintermoot

Round 9B will end Thursday, February 7 at 1:30 AM EST (ie Wednesday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on February 05, 2019, 05:45:21 PM
A few corrections:
I finished my move at J29,
Katie used Dodge instead of Block.

Also god damn what kind of awful roll did Red get on that Smite? That's far below average for 3d12.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Red Mones on February 05, 2019, 05:50:45 PM
Also god damn what kind of awful roll did Red get on that Smite? That's far below average for 3d12.
Smite is 3d8. Average would be 13.5.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 05, 2019, 07:13:57 PM
A few corrections:
I finished my move at J29,
Katie used Dodge instead of Block.

Also god damn what kind of awful roll did Red get on that Smite? That's far below average for 3d12.
Thanks, fixed.

Smite is 3d8, Hydra was in Defensive stance (-2d4) and Blocking (÷2).
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on February 05, 2019, 10:48:23 PM
But...he was targetting Gerrick, who wasn't doing either of those things, and who had attacked someone the previous turn?

Also ah whoops I'd misremembered base damage as d10, and was figuring d8 for if they hadn't attacked and d12 for if they had attacked previously.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 06, 2019, 07:50:57 PM
But...he was targetting Gerrick, who wasn't doing either of those things, and who had attacked someone the previous turn?

Also ah whoops I'd misremembered base damage as d10, and was figuring d8 for if they hadn't attacked and d12 for if they had attacked previously.
Whoops misread my own writeup, lol.

But yeah, as Mones pointed out, 3d8 means it was only a slightly below average roll.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 07, 2019, 03:25:57 AM
Round 9B

Nobody moved a bit more than he had in previous turns.

Sarith Feuraldrin ran past the large acid pool, stopping briefly to shoot an arcane bolt of energy at Thaddeus the Raddeus that dealt 13 damage.

Ahmad al-Khemis went into a defensive stance. He drank his health potion and then quickly whipped up an agility potion.

Hydrae de Lernaea moved past Skorri to strike at Thaddeus the Raddeus. He turned blue, and a mystical stream of blue energy enveloped him and his target both, causing Thaddeus to lose 10 HP.



Map and Stats

@Doc
@Red Mones
@Crushita
@Katie

Round 10A will end Friday, February 8 at 10:30 PM EST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 07, 2019, 03:33:57 AM
I just realized that I forgot to factor in the Call to Arms of Bordryg's attack on Ahmad and Spadroon's attack on Hydrae last round. This has been fixed.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 09, 2019, 07:23:09 AM
Round 10A

Thaddeus the Raddeus went into a defensive stance. He began playing a tomato ocarina, causing the shroud of Confusion to fall over Hydrae de Lernaea.

Bordryg stabbed Ahmad al-Khemis, dealing 5 damage.

Cardinal Spadroon moved to where he could see Hydrae. He shot his crossbow past Skorri, causing Hydrae to lose 16 HP.

The bits of tomato that were carved out to make the ocarina fell onto Skorri, causing her to lose 2 damage.



Map and Stats

@Gerrick
@Wintermoot
@Hydra
@Kane lives

Round 10B will end Monday, February 11 at 2:30 AM EST (ie Sunday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 11, 2019, 04:19:32 AM
Round 10B

Nobody pulled out a grape ocarina and played a frightening tune, striking Fear into the heart of Bordryg. He then moved a bit around the nearby tree.

Hydrae de Lernaea went into a defensive stance and prepared to Counterattack any attacks.

Ahmad al-Khemis Disengaged from Bordryg and ran to Nobody.

Sarith Feuraldrin launched a magical Spray of Acid toward Bordryg, dealing 10 damage. He then strode toward where most of his teammates were gathered.



Map and Stats

@Katie
@Red Mones
@Crushita
@Doc

Round 11A will end Tuesday, February 12 at 11:30 PM EST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 13, 2019, 06:22:48 AM
Round 11A

Thaddeus the Raddeus pulled out an accordion and began playing a jaunty tune, Charming Hydrae de Lernaea. He then ran away, but Hydrae was not yet completely transfixed, and was still able to reach out to hit him, dealing 2 damage. Thaddeus stopped by Skorri and gave her his agility potion.

Bordryg, feeling the Fear from Nobody, ran in the opposite direction, toward Hydrae and Thaddeus. The acid from Sarith's spray seeped into his body, dealing a further 7 damage.

Cardinal Spadroon raised a horn to Call Bordryg, Thaddeus, and Skorri to Arms.

Skorri drank the agility potion which Thaddeus gave her, then ran off in a fit of Rage to attack Sarith Feuraldrin, dealing 12 damage.



Map and Stats

@Gerrick
@Wintermoot
@Kane lives
@Hydra

Round 11B will end Friday, February 15 at 1:30 AM EST (ie Thursday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 15, 2019, 08:46:35 AM
Round 11B

Sarith Feuraldrin Blocked and then ran away, taking 4 damage from Skorri in the process.

Hydrae de Lernaea moved a bit in confusion.

Ahmad al-Khemis passed Nobody an agility potion before making a health potion and retreating behind a pool of acid.

Nobody drank an agility potion. He then began running, scavenging Syraj's potions as he did.



Map and Stats

@Crushita
@Red Mones
@Doc
@Katie

Apologies for ending the round late. To help things proceed according to schedule, I would greatly appreciate it if y'all could help me out by sending in your moves early, say ~Saturday, February 16 at 11:59 PM EST. Of course, since this delay was entirely my fault, Round 12A will still end Sunday, February 17 at 3:30 AM EST at the latest (though if the round stretches out to then it may actually close the next day).
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 17, 2019, 08:03:00 AM
Round 12A

Thaddeus the Raddeus ran up toward the center of the arena. He pulled out a vuvuzela, playing a tone that caused Ahmad al-Khemis to lose 7 HP.

Bordryg ran up to Hydrae de Lernaea and stabbed him, dealing 16 damage despite Hydrae's attempts to defend himself. Hydrae looked around dazed as the Charm broke.

Skorri Thadsdottir prepared to Dodge any attacks and ran around for a bit.

Cardinal Spadroon shot Hydrae for another 10 damage.



Map and Stats

@Gerrick
@Kane lives
@Wintermoot
@Hydra

Round 11B will end Tuesday, February 19 at 3 AM EST (ie Monday evening). Please send in your actions by that time.

Edit: removed Confuse and Charm from Hydra

Edit 2: fixed today's date
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 19, 2019, 07:34:06 AM
Round 12B

Nobody ran back, past the acid pool. He drank a luck potion and hurled a cactus at Thaddeus the Raddeus, dealing 13 damage.

Hydrae de Lernaea Dashed away. When he did so Bordryg attacked him, causing him to lose 7 HP.

Sarith Feuraldrin launched an Acid Spray at Thaddeus the Raddeus, dealing 7 damage on the initial splash. He then ran past Ahmad al-Khemis, passing him a health potion.

Ahmad al-Khemis drank a health potion before attacking Thaddeus the Raddeus for 14 damage. Thaddeus' situation was now quite precarious, especially as the acid was still seeping into his wounds. Ahmad then ran toward a corner of the Arena.



Map and Stats

I realized that I may have misinterpreted intent of the one of the orders. If that is the case please let me know and I'll fix that.

@Red Mones
@Crushita
@Katie
@Doc

Round 13A will end Thursday, February 21 at 2:30 AM EST (ie Wednesday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 21, 2019, 04:40:18 AM
Round 13A

Skorri Thadsdottir ran to Thaddeus the Raddeus and passed him a health potion.

Thaddeus the Raddeus ran by the central acid pool. He pulled out a kalimba and began playing it, Confusing Sarith Feuraldrin. He then drank a health potion before the residual acid from Feuraldrin's spray dealt 6 damage.

Bordryg ran up to where Thaddeus the Raddeus had been standing. Raising his holy symbol, Bordryg called a Holy Ward upon Thaddeus.

Cardinal Spadroon ran around the nearby tree before shooting Hydrae de Lernaea with a crossbow, dealing 8 damage.



Map and Stats

@Hydra
@Wintermoot
@Gerrick
@Kane lives

Round 13B will end Friday, February 22 at 11:30 PM EST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on February 21, 2019, 08:22:37 AM
Oh, shoot, I should have specified I intended to go last.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on February 21, 2019, 05:23:07 PM
How would that have affected anything?
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Doc on February 21, 2019, 09:53:49 PM
Holy Ward would affect the acid splash, wouldn't it?
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 21, 2019, 10:07:07 PM
Holy Ward would affect the acid splash, wouldn't it?
Acid Spray's text could be interpreted as having the ability on the target (Holy Ward) not affecting it.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on February 22, 2019, 04:45:07 AM
Ah, I see. Yeah, that's how I interpreted it.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 23, 2019, 06:39:10 AM
Round 13B

Sarith Feuraldrin went into a defensive stance and prepared to Block any incoming attacks.

Hydrae de Lernaea pulled out a handheld trebuchet and launched a ninety-kg projectile at Thaddeus the Raddeus, dealing 7 damage despite his strong defenses and just barely crushing him to death. Hydrae then retreated to cover behind a tree.

Nobody Called a Wolf Companion to attack Thaddeus the Raddeus, but he by the time the wolf reached Thaddeus the bard was already dead.

Ahmad ran by Hydrae, passing him a health potion. He then moved to where he could see Cardinal Spadroon and launched a firework at him, dealing 13 damage, before moving to get a bit of cover behind a tree.



Map and Stats

@Katie
@Crushita
@Red Mones

Round 14A will end Monday, February 25 at 1:30 AM EST (ie Sunday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on February 23, 2019, 04:13:29 PM
Just some corrections: Hydrae is in Offensive Stance, and Sarith and Nobody are in Defensive.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 25, 2019, 07:24:09 AM
Round 14A

Bordryg moved toward the opposing team.

A needle fell onto Skorri Thadsdottir, causing her to lose 1 HP. Several needles fell onto Cardinal Spadroon, dealing 3 damage.



Map and Stats

@Kane lives
@Gerrick
@Hydra
@Wintermoot

Round 14B will end Wednesday, February 25 at 2:30 AM EST (ie Tuesday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 27, 2019, 07:16:51 AM
Not all the moves are in and I need to sleep. Round will close tomorrow. Apologies for the delay.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on February 27, 2019, 08:29:23 PM
Round 14B

Sarith Feuraldrin moved a bit.

Hydrae de Lernaea popped out from where he was hiding and launched a blowdart toward Cardinal Spadroon, Sneak Attacking him for 16 damage. He then moved back behind cover and drank a health potion.

Nobody gave Hydrae his defense potion. He moved out of cover and threw a garden snake at Cardinal Spadroon, which bit him, dealing 11 damage before disappearing. Nobody then returned to near Hydrae.

Ahmad al-Khemis made an agility potion and passed it to Hydrae.



Map and Stats

@Katie
@Crushita
@Red Mones

Round 15A will end Friday, March 1 at 3:30 PM EST. Please send in your actions by that time.

Edit: fixed date
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on March 04, 2019, 06:18:05 AM
Round 15A

Bordryg moved a bit.

Cardinal Spadroon and Skorri Thadsdottir both took 6 damage each.



Map and Stats

@Gerrick
@Kane lives
@Wintermoot
@Hydra

Round 14B will end Wednesday, March 6 at 2:30 AM EST (ie Tuesday evening). Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on March 06, 2019, 08:02:43 PM
Round 15B

Sarith Feuraldrin moved to where he could see Skorri Thadsdottir and Cardinal Spadroon lined up, and launched a lightning bolt at both of them, dealing 5 and 12 damage, respectively.

Hydrae de Lernaea moved to where he had line of sight on Cardinal Spadroon and then threw a raptor at him. The body of the bird of prey hit Spadroon and dealt 11 damage.

Ahmad al-Khemis made a health potion and ran to the acid pool.

Nobody ran in the same direction as Ahmad and then past him. He threw a raptor at Skorri. The body of the theropod dinosoaur hit Skorri and dealt 2 damage.



Map and Stats

@Crushita
@Red Mones
@Katie

Round 16A will end Friday, March 8 at 3 PM EST. Please send in your actions by that time.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on March 06, 2019, 09:04:27 PM
Sarith actually ended his turn on E10.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: taulover on March 10, 2019, 01:33:09 AM
Round 16A

Skorri Thadsdottir looked around at her dead and weakened allies. Believing all hope to be lost, she lay down her arms.

Cardinal Spadroon did likewise.

Bordryg initially moved to continue the fight, but seeing his teammates' surrender, reluctantly lay down his sword as well.

The two teams saluted one another before exiting the arena.

Seeing this turn of events, the crowd cheered for the Blue Team's victory, though some inevitably booed in disappointment that the game had ended without full bloodshed.


Orange Team has surrendered the game, so Blue Team has won!

Our victors:
@Hydra
@Kane lives
@Gerrick
@Wintermoot
@Syraj

And those who have graciously resigned:
@Crushita
@Red Mones
@Katie
@Doc
@BraveSirRobin

@Gerrick please award our winners their prizes from the Bank, and deduct @Elbbsas' losing wager from her account.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Gerrick on March 10, 2019, 02:25:08 AM
Well played, everyone! And thanks for the game, tau -- will definitely be implementing many of these changes in future games.
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Elbbsas on March 10, 2019, 02:31:20 AM
Some day, I will accomplish my goal of either winning a bet or having the least money in the Bank. But alas, today is not that day. Good game, everyone!
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Red Mones on March 10, 2019, 04:32:20 AM
Sorry, @Elbbsas. :( :P
Title: Arena Game 6: Team Deathmatch With Movement
Post by: Wintermoot on March 13, 2019, 04:42:55 PM
Good game, well played! :)

And as said before, thanks for the game @taulover! I think you revolutionized how Arena will be played in the future. :)